Merge branch 'master' of https://github.com/stepmania/stepmania into xcode5.1.1

This commit is contained in:
Thai Pangsakulyanont
2014-07-25 08:46:27 +09:00
14 changed files with 57 additions and 21 deletions
+1 -1
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@@ -70,7 +70,7 @@ specialized controllers.</p>
<p>However, we highly recommend at least these settings for decent performance:</p> <p>However, we highly recommend at least these settings for decent performance:</p>
<p>On Windows, DirectX 8.0 is required in order to install StepMania. If DirectX <p>On Windows, DirectX 9.0 is required in order to install StepMania. If DirectX
is not installed on your computer, the StepMania installer will abort the installation is not installed on your computer, the StepMania installer will abort the installation
with a warning.</p> with a warning.</p>
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@@ -5,4 +5,4 @@
# have them pulled in for every 16-pixel font. # have them pulled in for every 16-pixel font.
# xxx: we don't have 16px japanese or korean fonts # xxx: we don't have 16px japanese or korean fonts
[main] [main]
import=_Thai 16px,_misc 16px,_game chars 16px import=_Thai 16px,_misc 16px,_game chars 16px,_ui chars 16px
+1 -1
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@@ -10,4 +10,4 @@
# The characters in _game chars 16px are actually very large; # The characters in _game chars 16px are actually very large;
# they'll look fine here, too. # they'll look fine here, too.
import=_japanese 24px,_korean 24px,_game chars 16px,_misc 16px import=_japanese 24px,_korean 24px,_game chars 16px,_ui chars 16px,_misc 16px
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+14
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@@ -0,0 +1,14 @@
# The characters in this font are actually much larger than 16 pixels.
# The "16px" indicates what size uppercase letter this font is meant
# for, not necessarily the actual size of the characters.
[main]
0=24
# Don't load this font grayscale.
TextureHints=16bpp
Top=8
Baseline=24
map nextrow=0
+1 -9
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@@ -150,16 +150,8 @@ local log_display_mt= {
-- and hardcoded it into BitmapText. -- and hardcoded it into BitmapText.
local message= tostring(mess.message):gsub("::", ":") local message= tostring(mess.message):gsub("::", ":")
if params.IgnoreIdentical then if params.IgnoreIdentical then
-- Use only the first line for comparison because the rest is
-- probably stack trace, with args that might vary uselessly.
self.width_tester:settext(message)
local lines= convert_text_to_indented_lines(
self.width_tester, self.indent, self.line_width, self.text_zoom)
for i, prevmess in ipairs(self.message_log) do for i, prevmess in ipairs(self.message_log) do
self.width_tester:settext(prevmess) if message == prevmess then return end
local prevlines= convert_text_to_indented_lines(
self.width_tester, self.indent, self.line_width, self.text_zoom)
if lines[1][2] == prevmess[1][2] then return end
end end
end end
if params.ReplaceLinesWhenHidden and self.hidden then if params.ReplaceLinesWhenHidden and self.hidden then
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+17 -2
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@@ -823,9 +823,24 @@ bool Course::GetTotalSeconds( StepsType st, float& fSecondsOut ) const
if( !AllSongsAreFixed() ) if( !AllSongsAreFixed() )
return false; return false;
Trail* pTrail = GetTrail( st, Difficulty_Medium ); Trail* trail = GetTrail( st, Difficulty_Medium );
if(!trail)
{
for(int cd= 0; cd < NUM_CourseDifficulty; ++cd)
{
trail= GetTrail(st, (CourseDifficulty)cd);
if(trail)
{
break;
}
}
if(!trail)
{
return false;
}
}
fSecondsOut = pTrail->GetLengthSeconds(); fSecondsOut = trail->GetLengthSeconds();
return true; return true;
} }
+3 -3
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@@ -438,14 +438,14 @@ Actor *NoteSkinManager::LoadActor( const RString &sButton, const RString &sEleme
if( !PushActorTemplate(L, sButton, sElement, bSpriteOnly) ) if( !PushActorTemplate(L, sButton, sElement, bSpriteOnly) )
{ {
// ActorUtil will warn about the error // ActorUtil will warn about the error
return new Sprite; return Sprite::NewBlankSprite();
} }
auto_ptr<XNode> pNode( XmlFileUtil::XNodeFromTable(L) ); auto_ptr<XNode> pNode( XmlFileUtil::XNodeFromTable(L) );
if( pNode.get() == NULL ) if( pNode.get() == NULL )
{ {
// XNode will warn about the error // XNode will warn about the error
return new Sprite; return Sprite::NewBlankSprite();
} }
LUA->Release( L ); LUA->Release( L );
@@ -460,7 +460,7 @@ Actor *NoteSkinManager::LoadActor( const RString &sButton, const RString &sEleme
{ {
LuaHelpers::ReportScriptErrorFmt("%s: %s %s must be a Sprite", m_sCurrentNoteSkin.c_str(), sButton.c_str(), sElement.c_str()); LuaHelpers::ReportScriptErrorFmt("%s: %s %s must be a Sprite", m_sCurrentNoteSkin.c_str(), sButton.c_str(), sElement.c_str());
delete pRet; delete pRet;
return new Sprite; return Sprite::NewBlankSprite();
} }
} }
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@@ -1958,7 +1958,7 @@ void ScreenGameplay::UpdateHasteRate()
{ {
if( !GAMESTATE->IsHumanPlayer(pi->m_pn) ) if( !GAMESTATE->IsHumanPlayer(pi->m_pn) )
continue; continue;
fMaxLife = max( fMaxLife, pi->m_pLifeMeter->GetLife() ); fMaxLife = max( fMaxLife, pi->m_pLifeMeter->GetLife() );
} }
if( fMaxLife <= m_fHasteLifeSwitchPoint ) if( fMaxLife <= m_fHasteLifeSwitchPoint )
GAMESTATE->m_fHasteRate = SCALE( fMaxLife, 0.0f, m_fHasteLifeSwitchPoint, -1.0f, 0.0f ); GAMESTATE->m_fHasteRate = SCALE( fMaxLife, 0.0f, m_fHasteLifeSwitchPoint, -1.0f, 0.0f );
+11 -3
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@@ -32,11 +32,19 @@ Sprite::Sprite()
m_fTexCoordVelocityX = 0; m_fTexCoordVelocityX = 0;
m_fTexCoordVelocityY = 0; m_fTexCoordVelocityY = 0;
// An uninitialized sprite should be valid to display. -Kyz
Load(TEXTUREMAN->GetDefaultTextureID());
} }
// NoteSkinManager needs a sprite with a texture set to return in cases where
// the noteskin doesn't return a valid actor. I would really prefer to make
// Sprite::Sprite load the default texture, but that causes problems for
// banners on ScreenSelectMusic and videos on ScreenGameplay. So rather than
// dig through either of those, NoteSkinManager uses this special function.
Sprite* Sprite::NewBlankSprite()
{
Sprite* news= new Sprite;
news->Load(TEXTUREMAN->GetDefaultTextureID());
return news;
}
Sprite::~Sprite() Sprite::~Sprite()
{ {
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@@ -15,6 +15,9 @@ public:
Sprite( const Sprite &cpy ); Sprite( const Sprite &cpy );
virtual ~Sprite(); virtual ~Sprite();
// See explanation in source.
static Sprite* NewBlankSprite();
virtual void InitState(); virtual void InitState();
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
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@@ -643,6 +643,10 @@ Function PreInstall
old_nsis_not_installed: old_nsis_not_installed:
; todo: this needs to be updated for DirectX 9.0c
; HKEY_LOCAL_MACHINE "Software\Microsoft\DirectX" "Version"
; 9.0c is "4.09.00.0904"
; Check for DirectX 8.0 (to be moved to the right section later) ; Check for DirectX 8.0 (to be moved to the right section later)
; We only use this for sound. Actually, I could probably make the sound ; We only use this for sound. Actually, I could probably make the sound
; work with an earlier one; I'm not sure if that's needed or not. For one ; work with an earlier one; I'm not sure if that's needed or not. For one